A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Flow in games (and everything else)
Communications of the ACM
Future Play '07 Proceedings of the 2007 conference on Future Play
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
From immersion to addiction in videogames
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Investigating the relationship between QoS and QoE in a mixed desktop/handheld gaming setting
Proceedings of the 5th international student workshop on Emerging networking experiments and technologies
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The art of game design: a book of lenses
The art of game design: a book of lenses
Influencing experience: the effects of reading game reviews on player experience
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
A deeper look at the use of telemetry for analysis of player behavior in RTS games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Effect of touch-screen size on game immersion
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Attention, time perception and immersion in games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Decomposing immersion: effects of game demand and display type on auditory evoked potentials
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Previous research into the experience of videogames has shown the importance of the role of challenge in producing a good experience. However, defining exactly which challenges are important and which aspects of gaming experience are affected is largely under-explored. In this paper, we investigate if altering the level of challenge in a videogame influences people's experience of immersion. Our first study demonstrates that simply increasing the physical demands of the game by requiring gamers to interact more with the game does not result in increased immersion. In a further two studies, we use time pressure to make games more physically and cognitively challenging. We find that the addition of time pressure increases immersion as predicted. We argue that the level of challenge experienced is an interaction between the level of expertise of the gamer and the cognitive challenge encompassed within the game.